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Damage Formula — Add vs Multiply Test

Published: 2026-09-18Updated: 2026-09-18

Topic

I changed one stat at a time under identical conditions and measured how the displayed damage moved. The goal is to settle questions that usually live on feel alone, such as "does damage reduction add or multiply?" and "does boss damage apply in PvP?".

Source:Measured by the site author on 2026-09-18 with my own account and hero, one tester. To make comparison easy, every value is normalised so the control build's plain hit reads 100.0K. Results may be updated after further testing.

Overall conclusions

  • Damage reductionMultiplies

    Golden Mask 34% + Guardian mythic 15% = about 44% reduction, not 49%.

  • ATK% · crit · boss damageAdds

    The more you already have, the less the same +30% is felt.

  • Target-type damageOnly one applies

    A boss damage option does nothing against an Arena opponent (a player).

  • Crit multiplierFloor 1.01x

    No amount of crit damage reduction makes a crit weaker than a plain hit.

  • DodgeMinus hit rate, then max 60%

    Dodge 34% vs hit 34% nearly cancels out, and even 100% dodge still lets about 4 of 10 shots land.

  • Mystling final damageCancels out

    If both sides have the same value the effect vanishes; if only you have it, it applies in full.

Test conditions

Hero resonance
Alex 7★ · Mymu 7★ · Otta 3★
Gear · runes
Only the option named in each test; nothing else equipped
Reference hit
100.0K (normalised)
Crit damage
275%
Ground damage
10%
Boss damage
28%
Method
Same target, same setup, 5 repeats, average displayed damage

Test 1 · Damage reduction

ConclusionDamage reductionMultiplies

With Golden Mask (34%) and a mythic Guardian rune (15%) together, damage dropped by about 44%, not 49%. Each extra reduction source does less than the last.

How I compared:Measured damage taken from a chapter boss with no reduction → Golden Mask only → Golden Mask + Guardian rune.

No reduction100.0K

Reduction 0.0%

Golden Mask 15★66.2K

Reduction 33.8%

Golden Mask + Guardian mythic56.0K

Reduction 44.0%

If it added (hypothetical)51.0K

Reduction 49.0%

Formula

1 − (1 − 0.34) × (1 − 0.15) = 0.439 → about 56K

Test 2 · ATK%

ConclusionATK%Adds

The same ATK +30% raised damage by about 15% on an account with 100% ATK% already, but only about 7.5% at 300%. Once ATK% is high, other option types pay off more.

How I compared:Added an ATK +30% option on top of 100% total ATK% and on top of 300%, then compared plain hits.

Existing ATK%BeforeAfter +30%Gain
100%200.0K229.6K+14.8%
300%400.0K429.7K+7.4%
Formula

(1 + 1.3) ÷ (1 + 1.0) ≈ +15% · (1 + 3.3) ÷ (1 + 3.0) ≈ +7.5%

Test 3 · Boss damage and PvP

ConclusionTarget-type damageOnly one applies

A boss damage option did nothing against an Arena opponent. Only the one term matching the target (monster, boss, elite or player) applies, and against players only player damage (Demon Blood) counts.

How I compared:Added a boss damage +50% option, then fired the same plain hit at a chapter boss and at an Arena opponent.

Chapter boss
Before
138.4K
After +50%
187.9K
+35.8%
Arena opponent (player)
Before
110.1K
After +50%
110.3K
+0.2%

The chapter boss rose about 36% rather than 50% because boss damage shares one bracket with ground damage 10% and the existing boss damage 28%.

Formula

Chapter boss: (1 + 0.10 + 0.28 + 0.50) ÷ (1 + 0.10 + 0.28) ≈ +36% · Player: the boss damage term itself is 0

Test 4 · Crit damage reduction

ConclusionCrit damage reductionAdds · multiplier floor 1.01x

The opponent's crit damage reduction is subtracted straight from my 275% crit damage. But no matter how much stacked, a crit never became weaker than a plain hit.

How I compared:With 275% crit damage, raised the opponent's crit damage reduction 0% → 30% → 75% → extreme and measured one crit hit each time.

None · Opponent crit dmg reduction 0%275.0K

Multiplier ×2.75

Enchantment 30% · Opponent crit dmg reduction 30%244.7K

Multiplier ×2.45

Enchantment + hero breakthrough + expedition buff 75% · Opponent crit dmg reduction 75%199.6K

Multiplier ×2.00

Stacked to the extreme · Opponent crit dmg reduction 300%101.2K

Multiplier ×1.01

Formula

Multiplier = max(2.75 − reduction, 1.01) → 2.45 at 0.30, 2.00 at 0.75, 1.01 at 3.00

Test 5 · Dodge and hit rate

ConclusionDodgeMinus hit rate, then max 60%

Dodge 34% against hit rate 34% nearly cancelled out and misses were rare. Even at 100% dodge, only about 6 of 10 shots missed.

How I compared:Swapped Goldfinger (dodge) and Gungnir (hit rate) combinations and counted misses out of 200 shots fired at me.

My dodgeOpponent hit rateMisses / 200Miss rate
Dodge only34%0%6633.0%
Dodge = hit34%34%10.5%
Dodge ahead80%34%8944.5%
Dodge 100%100%34%11859.0%
Formula

Miss chance = min(max(dodge − hit, 0), 60%) → 34−34 ≈ 0 · 80−34 = 46 · 100−34 = 66 → 60

Test 6 · Mystling final damage

ConclusionFinal damageCancels out

With Fool 25★ on my side only, about 10% was added as-is; when the opponent had it too, damage returned almost exactly to baseline. It is an independent multiplier that mixes with nothing else.

How I compared:Compared plain hits with the Fool mystling 25★ (final damage +10%, final damage taken −10%) equipped on my side only, then on both sides.

Neither side100.0K

×1.00

Only me, Fool 25★109.7K

×1.10

Both sides, Fool 25★100.4K

×1.00

Formula

× (1 + my final increase − opponent final reduction) → 1.10 · 1.00

Per-mode observations — the starting stats differ

Chapters · Sky Tower · Bosses
Start
All personal stats apply
Observed
Every player-target term is off. Boss damage and boss damage reduction are what matter.
Arena
Start
Personal stats apply
Observed
Extra damage reduction is added based on the higher of the two power ratings, growing with power. Multiplies with personal reduction.
Strongest Arena
Start
HP ×15, plus ATK/HP per fusion count
Observed
Same power-bracket adjustment as Arena. Fusion weights rise from season 4.
Guild Expedition
Start
HP fixed at 50,000, ATK at 200, plus artifact stars
Observed
ATK +25–60% buff by tier. Mythic artifacts add HP +18% per star, legendary +1.8%.
All-Star Cup
Start
HP fixed at 12,000, ATK at 3,000
Observed
ATK% and HP% are zeroed. Crit, final damage, reduction and the rest stay.
Umbral Tempest
Start
Season talents only
Observed
Gear and rune ATK/HP are ignored. Crit and reduction use personal values.
Shackled Jungle
Start
ATK/HP multiplier from rune score vs. recommended score
Observed
Rises in steps with no interpolation between brackets. Only runes and enchantments apply.
Rumble Dome
Start
ATK/HP converted from power rating
Observed
Map-wide adjustments such as HP +300%, attack speed +50%, bullet speed −60%.

Summary — how one hit is calculated

Putting the six tests together, one hit multiplies through the stages below. Stats within a stage add.

  1. A
    ATKAdds
    ATK × (1 + total ATK%)

    All ATK% from gear, runes, artifact sets and in-run abilities adds here. (Test 2)

  2. B
    Conditional bonusAdds
    × (1 + conditional bonus)

    Bonuses tied to target HP, own HP or distance. Otta and Helix skills are the usual examples.

  3. C
    Damage dealt multiplierAdds
    × (1 + damage dealt%)

    "Damage dealt +N%" from buffs and battle terms. Enemy ATK reduction enters here as a negative.

  4. D
    Target-type damagePick one
    × (1 + one of target types + ground/air)

    One of monster/boss/elite/player, plus ground or air. Boss damage and player damage live here. (Test 3)

  5. E
    CriticalAdds
    × (1 − P + P × M)

    P = crit rate, M = crit multiplier. Crit rate reduction and crit damage reduction are subtracted here. (Test 4)

  6. F
    Damage taken increaseAdds
    × (1 + damage taken increase)

    Debuffs on the enemy: Ring of Agony, Griffin Armor Chaotic, Fool mystling add together.

  7. G
    Final damageClamped
    × (1 + final increase − final reduction)

    Comes only from mystling stars. Clamped between 0.2x and 5x. (Test 6)

  8. H
    ReductionMultiplies
    × (1 − reduction₁) × (1 − reduction₂) × …

    Golden Mask, Guardian rune, Demon King's Eye, Arena power adjustment. All multiply regardless of source. (Test 1)

The dodge check happens before this order (Test 5); a miss ends the calculation.

Where PvP artifacts enter

  • Golden MaskDamage reduction 4→34%H ReductionMultiplies
  • Guardian rune (blessing)Damage reduction 5/10/15%H ReductionMultiplies
  • Demon King's EyeDamage taken from players −8→68%H ReductionMultiplies
  • Demon BloodPlayer damage 8→68%D TargetAdds
  • Protective BlazonPlayer crit rate reduction 4→34%E CritAdds
  • GoldfingerDodge 4→34% (cap 60%)Hit checkAdds
  • GungnirHit rate 4→34%Hit checkAdds

Demon King's Eye 15★ cuts player attacks to 0.32x; multiplied with Golden Mask 34% that is about 79% reduction, and the Arena power adjustment multiplies again on top.

How to apply this

  • Reduction multiplies, so the first 30% matters most and each further source is felt less. If you already stack a lot of reduction, invest in offence next.
  • Player damage (Demon Blood) adds into the same bracket as boss damage. If skills and buffs already fill that bracket, each artifact star is felt less.
  • Crit damage reduction is subtracted, so enchantments, hero breakthroughs and expedition buffs stack straight on top of each other.
  • Mystling final damage is an independent multiplier that overlaps with no other stat. Its relative value grows with your account.
  • In Arena, higher power ratings cut damage taken on both sides heavily and make fights longer. That is why 60 seconds of sustained damage beats one big hit.

Check with the calculators

FAQ

QHow much reduction can I stack?

There is no cap, but since it multiplies it never reaches 100% and damage never drops below 1.

QDoes boss damage apply in PvP?

No. Against players only player damage counts; boss damage is treated as 0.

QCan crit damage reduction zero out crits?

No. The crit multiplier never drops below 1.01x.

QDoes Luck raise crit rate?

Not normal crits. It multiplies skill trigger chances and elemental crits only.

QDoes gear ATK count in Guild Expedition?

Base ATK is fixed at 200; artifact stars and the tier buff are added on top.

H

By · Playing since Feb 2025 · 450 days

Every number and recommendation on this page is verified in-game by the author and kept up to date.

Published 2026-09-18Updated 2026-09-18How we verify